Samurai
Samurai are professional warriors, members of the noble class who are trained
in the arts of warfare. They are not only trained for their role in society, they
are born for it-born into a system of allegiance, loyalty, and honor that influences
every stage of their lives. A samurai cut loose from this system is no longer
a samurai; he is an ordinary fighter, a ronin with no honor and no standing in
society.
Adventures : A samurai's first responsibility is obedience to
his lord, usually the head of his family. This is simultaneously an endless source
of adventures and a potential hindrance to a life of adventure. Alow-level samurai's
lord may command him to investigate a mysterious occurrence or subdue a gang of
bandits . If he performs these duties well, his lord will call on him to deal
with more significant problems. However, a samurai usually cannot simply disappear
on an expedition into the Shadowlands without his lord's command or at least permission,
and if a samurai's lord has an important mission for him, he must make that his
top priority. Whether this is a significant hindrance or not is up to the Dungeon
Master.
Characteristics: Samurai are distinguished from ordinary fighters
by their adherence to bushido, a code of honor, loyalty, and obedience. They have
combat training-including some bonus feats-rivaling that of a fighter. If a samurai
remains honorable and true to his code of conduct, his swords-masterwork blades
passed down through generations-may awaken in his hands, manifesting increasing
magical abilities as the samurai advances in level and invests spiritual energy
in them. To a samurai, dishonor is worse than death, and the loss of his swords
is possibly the worst dishonor imaginable.
Alignment: Bushido, the code of the samurai, demands strict obedience
to standards of behavior and honor. Only lawful characters can adhere to this
code and call themselves samurai.
Background: Samurai learn their combat techniques and the principles
of bushido in established, well-organized schools. In Rokugan, at least one family
is responsible for training samurai within each clan . The Crab's Hida school,
the Crane's Daidoji and Kakita schools, the Dragon's Mirumoto school, the Lion's
Akodo and Matsu schools, the Phoenix's Shiba school, the Scorpion's Bayushi school,
and the Unicorn's Moto and Shinjo schools are the samurai schools of Rokugan.
Races: Almost without exception, all samurai in Rokugan are humans
from the major clans. In other campaign settings, only humans and spirit folk
usually become samurai, because the samurai is very much a characteristic of human
society.
Other Classes: Samurai consider themselves the pinnacle of the
Celestial Order that structures their society. Shugenjas are technically their
equals in this order, but in a world where honor is virtually equated with battle
prowess, shugenjas have a tenuous hold on that position . Samurai respect only
other samurai-as well as other characters (Unicorn barbarians, Crab rangers) whowear
the daisho and uphold the code of bushido. They are prone to treating members
of other character classes as servants, or sidekicks at best, unless such characters
are obviously well respected by the samurai's lord .
TABLE 2-1: THE SAMURAI
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
+1 |
+2 |
+0 |
+2 |
Ancestral Daisho |
2nd |
+2 |
+3 |
+0 |
+3 |
Bonus feat |
3rd |
+3 |
+3 |
+1 |
+3 |
|
4th |
+4 |
+4 |
+1 |
+4 |
Bonus feat |
5th |
+5 |
+4 |
+1 |
+4 |
|
6th |
+6/+1 |
+5 |
+2 |
+5 |
|
7th |
+7/+2 |
+5 |
+2 |
+5 |
Bonus feat |
8th |
+8/+3 |
+6 |
+2 |
+6 |
|
9th |
+9/+4 |
+6 |
+3 |
+6 |
|
10th |
+10/+5 |
+7 |
+3 |
+7 |
Bonus feat |
11th |
+11/+6/+1 |
+7 |
+3 |
+7 |
|
12th |
+12/+7/+2 |
+8 |
+4 |
+8 |
|
13th |
+13/+8/+3 |
+8 |
+4 |
+8 |
Bonus feat |
14th |
+14/+9/+4 |
+9 |
+4 |
+9 |
|
15th |
+15/+10/+5 |
+9 |
+5 |
+9 |
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+10 |
Bonus feat |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+10 |
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+11 |
|
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+11 |
Bonus feat |
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+12 |
|
GAME RULE INFORMATION
Samurai have the following game statistics .
Abilities: Strength is especially important for samurai because
it improves their melee attack and damage rolls. Constitution is important for
giving samurai lots of hitpoints, which they'll need in their many battles. Dexterity
is important for samurai who wantto be skilled archers, improves theirArmor Class,
and allows them access to certain Dexterity-oriented feats.
Alignment: Any lawful .
Hit Die: d10.
CLASS SKILLS
A samurai's class skills (and the key ability for each skill) are: Climb (Str),
Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str),
Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
See Chapter 4: Skills in the Player's Handbook for skill descriptions . The Iaijutsu
Focus skill is described in Chapter 4 of this book.
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
The following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial
weapons and with light and medium armor. Samurai are not proficient with shields.
Note that armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment
carried.
Ancestral Daisho: All samurai begin play with a katana and a
wakizashi-two masterwork weapons. These are weapons that belonged to the samurai's
ancestors, and protecting the weapons is an important point of honor for the samurai.
As a samurai acquires treasure through adventuring, he has the option of awakening
the supernatural abilities latent in the weapons. This option allows a samurai
who prefers to use his ancestral blade to wield a magic weapon, while a samurai
who wields a tetsubo against Shadowlands fiends can use his treasure to acquire
new jade or magic weapons.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer
in order to awaken the ancestral spirits in his katana or wakizashi. (Most samurai
improve their katanas and not their wakizashis.) This requires a sacrifice of
valuable items worth the amount shown onTable 2-2: Ancestral Daisho. This sacrifice
does not have to be gold-the character can sacrifice magic items or other goods
worth the required amount, rather than selling his goods (at half value) to pay
for the sacrifice. The samurai must meet the minimum character level (including
any prestige class levels) shown on the table, and he must spend one day per 1,000
gp sacrificed in the shrine or temple. During this time, he must spend at least
8 hours each day kneeling before his ancestors and his weapons, not stopping to
eat or rest . Many samurai request the assistance of a shugenja in this process,
but a shugenja is not required.
The values shown on Table 2-2 are the total value of sacrifice required to bring
a single weapon to the listed weapon bonus. If a samurai already has a +3 katana,
he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks
in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1
wakizashi, he would have to sacrifice 2,000 gp.
Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork
weapon in every way. Its latent supernatural powers do not cause it to be considered
a magic weapon until those powers are awakened.
TABLE 2-2: ANCESTRAL DAISHO
Wepon Bonus |
Total Sacrifice
Required |
Minimum
Charecter Level |
+1 |
2,000
gp |
4th |
+2 |
8,000
gp |
7th |
+3 |
18,000
gp |
9th |
+4 |
32,000
gp |
11th |
+5 |
50,000
gp |
13th |
+6* |
72,000
gp |
14th |
+7* |
98,000
gp |
15th |
+8* |
128,000
gp |
16th |
+9* |
162,000
gp |
17th |
+10* |
200,000
gp |
18th |
*A
wepon can't actually have a bonus hier than +5. Use these lines to determine
price when special abilities are added in. Example: A samurai who
has a +4 katana can transform it into a +4 thundering katana
with a sacrifice of 40,000 gp, since thundering is a special ability
equivalent to a +2 bonus. |
A samurai who loses his ancestral swords is dishonored until he can recover them.
He cannot enhance any other weapon in this way.
Note: In some campaigns, a samurai might begin play with a different
ancestral weapon, such as a tulwar (scimitar) or a jian (longsword).
Bonus Feats: At 2nd level, the samurai gets a bonus feat .The
samurai gains an additional bonus feat at 4th level and every three levels thereafter
(7th, loth, 13th, 16th, and 19th). These bonus feats must be drawn from the list
that appears below for the character's clan.
Crab--mphasize heavy armor, great strength, and unusual
weapons. Feats: Armor Proficiency (heavy), Dodge (Mobility, Spring Attack), Endurance,
Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Run, Weapon Focus
(battleaxe, greatclub, katana, or warhammer).
Crane--Emphasize speed and agility. Feats: Dodge (Mobility,
Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack),
Improved Initiative, Quick Draw, Skill Focus (Iaijutsu Focus), Toughness, Weapon
Focus (katana).
Dragon--Teach two-weapon fighting and unarmed combat.
Feats: Exotic Weapon Proficiency (katana), Improved Grapple (Choke Hold), Improved
Unarmed Strike (Defensive Throw, Deflect Arrows, Grappling Block, Great Throw,
Stunning Fist), Power Attack (Cleave), Weapon Focus (katana).
Lion--Emphasize strategy, intelligence, and strength
of will. Feats: Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind
Attack), Improved Initiative, Iron Will, Ki Shout (Great Ki Shout), Remain Conscious,
Toughness, Weapon Focus (katana).
Phoenix--Emphasize mental and spiritual training. Feats:
Alertness, Blind-Fight, Combat Reflexes, Expertise (Improved Disarm, Improved
Trip, Whirlwind Attack), Great Fortitude, Improved Initiative, Iron Will, Quick
Draw, Weapon Focus (katana).
Scorpion--Emphasize mobility and dirty fighting. Feats:
Blind-Fight, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved
Trip, Whirlwind Attack), Improved Initiative, Prone Attack, Quick Draw, Weapon
Focus (katana).
Unicorn--Emphasize mounted combat and archery. Feats:
Alertness, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited
Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
Weapon Focus (spear, lance, bow, or katana).
Characters without a clan should choose one clan that best represents the fighting
style they wish to learn. They must thereafter choose their bonus feats from the
list for that clan.
Some of the bonus feats available to a samurai cannot be acquired until the samurai
has gained one or more prerequisite feats; these feats are listed parenthetically
after the prerequisite feat. A samurai must still meet all prerequisites for a
feat, including ability score and base attack bonus minimums.
Code of Conduct: A samurai must be of lawful alignment, and dishonors
himself, his family, and his swords if he ever willingly commits a chaotic act.
Additionally, the samurai code of bushido requires that he be obedient to his
lord, accept death at any time and face it bravely, avenge any dishonor, and shun
any appearance of cowardice. The core principles of bushido are honor, loyalty,
and courage. Violating these precepts results in dishonor, which may result in
a samurai being stripped of his family name or being asked to commit seppuku (ritual
suicide).
EX-SAMURAI
A samurai who becomes nonlawful or violates the tenets of bushido cannot gain
new levels as a samurai. He retains all his bonus feats, but his ancestral weapons
lose any "awakened" magical abilities. If the samurai returns to lawful
alignment, he must atone for his violations (see the atonement spell description
in the Player's Handbook) and redeem his honor in order to restore his weapons
to their prior status and continue advancingas a samurai.
IAIJUTSU MASTER
Iaijutsu is the martial art of drawing a weapon (almost always a katana) and attacking
with it in the same fluid motion . It is the foundation of some forms of dueling
in Oriental Adventures (see Iaijutsu Duels in Chapter 6: Combat), and its masters
are feared and respected throughout Rokugan and other lands where iaijutsu is
practiced. Iaijutsu masters harness their ki energy to strike with blinding speed
and astating power.
Iaijutsu masters are almost always members of the samurai character class. In
Rokugan, they are drawn exclusively from the Crane clan, where they are trained
in the Kakita school.
NPC iaijutsu masters serve as sensei to the finest samurai in the Empire.
Hit Die: d10.
REQUIREMENTS
To qualify to become an iaijutsu master, a character must fulfill
all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +6 .
Skills: Iaijutsu Focus 9 ranks.
Feats: Improved Initiative, Quick Draw, Weapon Focus (katana).
CLASS SKILLS
The iaijutsu master's class skills (and the key ability for each skill) are Balance
(Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Iaijutsu
Focus (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive
(Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill
descriptions. The Iaijutsu Focus skill is described in Chapter 4 of this book.
Skill Points at Each Level: 4 + Int modifier.
TABLE 3-7: THE IAIJUTSU MASTER
Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
+1 |
+0 |
+2 |
+0 |
Wepon
Finesse, Canny Defence |
2nd |
+2 |
+0 |
+3 |
+0 |
Lightning
Blade |
3rd |
+3 |
+1 |
+3 |
+1 |
|
4th |
+4 |
+1 |
+4 |
+1 |
Bonus
feat |
5th |
+5 |
+1 |
+4 |
+1 |
Strike
from the Void |
6th |
+6 |
+2 |
+5 |
+2 |
|
7th |
+7 |
+2 |
+5 |
+2 |
|
8th |
+8 |
+2 |
+6 |
+2 |
One Strike,
two cuts |
9th |
+9 |
+3 |
+6 |
+3 |
Bonus
feat |
10th |
+10 |
+3 |
+7 |
+3 |
Strike
with no thought |
CLASS FEATURES
The following are class features ofthe iaijutsu master.
Weapon and Armor Proficiency: Iaijutsu masters are proficient
with all simple and martial weapons. Iaijutsu masters do not gain any proficiency
with armor or shields, though most have such proficiency from the samurai class.
Weapon Finesse (Ex): At 1st level, an iaijutsu master may use
her Dexterity modifier instead of her Strength modifier on attack rolls with her
katana . This works like the Weapon Finesse feat, except that it applies to the
katana, a weapon to which the feat cannot normally be applied.
Canny Defense (Ex): When not wearing armor, iaijutsu masters
add their intelligence bonus to their Dexterity bonus to modify Armor Class while
wielding a katana . As with normal Dexterity AC modifications, positive modifiers
are lost when the iaijutsu master is caught flat-footed.
Lightning Blade (Ex): An iaijutsu master of 2nd level or higher
adds her Charisma modifier to her initiative checks, as well as her Dexterity
modifier.
Bonus Feats: At 4th level, then again at 9th level, the iaijutsu
master gets a bonus feat in addition to her normal feat progression. These bonus
feats must be drawn from the following list; Dodge (Mobility, Spring Attack),
Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Skill Focus (laijutsu
Focus), Toughness.
Strike from the Void (Ex): An iaijutsu master of 5th level or
higher adds her Charisma modifier to each extra damage die gained from using the
Iaijutsu Focus skill.
One Strike, Two Cuts (Ex): At 8th level and above, an iaijutsu
master can make two attacks with a katana as a standard action . This means she
can strike twice and move in the same round, or attack twice in the strike phase
of an iaijutsu duel .
Strike with No Thought (Ex): If an iaijutsu master of 10th level
begins combat (not an iaijutsu duel) within melee range of an opponent, she gains
a free surprise round, even though her opponents are aware of her presence . The
only action the iaijutsu master can take in this surprise round is an attack action
using a katana. For example, if the iaijutsu master Kakita Timoshiko and Bayushi
Koro are standing on the street hurling insults at each other and the situation
erupts into combat, Timoshiko can attack with his katana before Koro even rolls
initiative, catching his opponent flat-footed. This ability reflects the iaijutsu
master's ability to apply the principles of the iaijutsu duel in normal melee
combat. It does not give the iaijutsu master any additional benefit within an
iaijutsu duel.
NEW SKILL: IAIJUTSU FOCUS (CHA)
Usethis skillto gatheryour personal energy (hi) in an iaijutsu duel .
Check: If you attack a flat-footed opponent immediately after
drawing a melee weapon, you can deal extra damage, based on the result ofan Iaijutsu
Focus check. In addition, if you and your opponent both agree to participate in
a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check
for the ensuing combat.
In an iaijutsu duel (see Chapter 6), you and your opponent make opposed Iaijutsu
Focus checks, and the winner accumulates extra damage dice according to the accompanying
table.
Chech
Result |
Extra
Damage |
10-14 |
+1d6 |
15-19 |
+2d6 |
20-24 |
+3d6 |
25-29 |
+4d6 |
30-34 |
+5d6 |
35-39 |
+6d6 |
40-44 |
+7d6 |
45-49 |
+8d6 |
50+ |
+9d6
(maximum) |
You can also use Iaijutsu
Focus in preparation for striking an inanimate object, assuming no distractions
. Your extra damage is halved, just like your ordinary damage. This is the technique
martial artists use to shatter objects.
IAIJUTSU DUEL
Samurai believe the greatest honor and the truest expression of their training
is their expertise with the katana. The pinnacle of this armed martial art is
the iaijutsu ("fast-draw") duel: a dramatic face-to-face confrontation
in which each samurai focuses his ki, then attempts to strike his opponent while
drawing his blade in a single, smooth motion.
The process of conducting an iaijutsu duel is highly formalized, Since iaijutsu
duels are often fatal to one or even both duelists, they are never provoked
by minor insults or passing arguments. When a samurai has been deeply wronged
and decides to challenge his enemy to an iaijutsu duel, he must first get his
lord's permission to issue the challenge. Since his life and body belong to
his lord, the lord must consent to a duel that could mean the loss of this property.
If his lord agrees, the samurai seeks out his enemy and formally requests a
duel, stating the reason for the challenge and precisely naming the terms of
victory.
If the second samurai is willing to fight the duel, he must ask his lord's permission
to accept. The challenged samurai may himself refuse to accept the duel, though
this is not a particularly honorable course of action. Hislord may refuse permission,
or may name another samurai to accept the duel in place of the challenged samurai.
Assuming permission is granted, the challenged samurai has the right to name
the place where the duel will occur (always a public place, with witnesses from
both sides), as well as the time (no more than one year in the future). If circumstances
prevent one samurai from appearing at the appointed time for the duel, his lord
may name a samurai to fight in his place.
Once this formal process has been followed, the actual duel can occur. An iaijutsu
duel has three phases: stance, focus, and strike . During the stance, the duelists
face each other and study each other's stance to assess their opponent's skill.
During the focus, the samurai gather their energies and prepare for the strike.
During the strike, one samurai draws first and the other loses the duel.
In order to participate eaningfully in an iaijutsu duel, both samurai must have
the Quick Draw feat. Spending a moveequivalent action to draw a katana in the
strike phase of a duel would almost certainly be fatal. Specialized duelists
master the Iaijutsu Focus skill as well.
Stance: In the first round of an iaijutsu duel, the two samurai
stand a few steps apart and appraise each other, looking for signs of their
opponent's skill, training, and reflex in the samurais ready posture. Many duels
go no further: One samurai concedes victory to the other, recognizing a clearly
superior opponent. Such duels are the only bloodless iaijutsu duels. Conceding
in this manner is not dishonorable.
When the duelists assume their stance, they each make a Sense Motive check.
The check result determines how much information they discern about the other
samurai:
Check
Result |
Information
Gleaned |
15 or
higher |
Opposing
samurai's charecter level |
20 or
higher |
Opposing
samurai 's rank in Iaijutsu Focus |
25 or
higher |
Opposing
samurai's total attack and damage bonus with his primary weapon |
Focus:
Both duelists make an Iaijutsu Focus check. If you do not have ranks in the
Iaijutsu Focus skill, you can attempt to use the skill untrained by making a
Charisma check (and you shouldn't be in an iaijutsu duel).
Strike: After both duelists attempt Iaijutsu Focus checks,
they draw their katanas and strike . The result of the skill check replaces
each character's normal initiative roll unless the character's normal initiative
modifier (Dexterity modifier plus feat bonuses) is better than his Iaijutsu
Focus check modifier (ranks in Iaijutsu Focus plus Charisma modifier), in which
case he makes a normal initiative check.
The first round ofan iaijutsu duel's strike phase is essentially a surprise
round: Each combatant can take only a partial action (usually a single attack)
in addition to drawing the weapon (a free action, assuming each duelist has
the Quick Draw feat). With a successful hit, a duelist deals the bonus damage
achieved through his Iaijutsu Focus check in addition to normal (or critical)weapon
damage.The initiative winner strikes first, naturally. The initiative loser,
if he survives, must attack on his action as well-he cannot hold back the ki
he has focused. Note that since the loser is not attacking a flat-footed foe,
he does not get the opportunity to strike with his bonus damage dice from Iaijutsu
Focus.
If the initiative check is a tie, the attacks actually occur simultaneously,
with both samurai considered to be flat-footed. On rare occasions, two samurai
have been known to strike each other down in the same instant in what is called
a karmic strike .
After the initial round of the duel, the two samurai can continue fighting in
normal combat, if both survive. They no longer receive any bonus damage dice
to their attack rolls unless the circumstances under which Iaijutsu Focus checks
maybe attempted somehow arise again in the course of the fight (the combat ends
and one or the other returns his weapon to its sheath).
Example: Hida Tamoro faces the iaijutsu master Kakita Kudako
in an iaijutsu duel . Both samurai assume their stance and size each other up.
Tamoro rolls an 18 on his Sense Motive check-enough to discern only that the
Crane is 12th level, the same as he is . Without more information, the proud
Crab is not about to yield. Kudako rolls a 33, and notes that she is the same
level as he is, that he has 15 ranks in Iaijutsu Focus, and that his total attack
and damage is +19/+14/+9 melee (1d10+8, katana). Weighing what she has learned,
Kudako feels confident that she will get the first strike .
The duel begins, and the samuraibegin focusing their ki. Kudako gets a check
result of 28 and gets +4d6 to her damage. Tamords result was only a 24, gaining
him +3d6 to his damage . Kudako's initiative becomes 28 and she goes first.
Kudako strikes, her blade springing from its scabbard like lightning toward
the Crab.
Kudako's damage, assuming she hits, is increased by +4d6, with an additional
+8 because she is an iaijutsu master and adds her Charisma modifier to each
bonus die. She rolls a miserable 6, adds her attack bonus of +20, and hits Tamoro
with a 26 . Her damage is 1d10+5 (her normal damage with a katana) plus 4d6+8.
She rolls 30, bringing Tamoro down to 71 hit points.
Tamoro strikes when it's his turn with his initiative of 24. Since Kudako is
not flat-footed, Tamoro gets no bonus damage dice. He rolls even more pathetically
than Kudako: a 5, plus his attack bonus of +19 for a 24. His damage is 1d10+8.
He rolls a 13, bringing Kudako to 69 hit points.
If the combatants agreed on a duel to first blood, the duel is over and Kudako
has won. If this is a duel to the death, combat continues as normal, with Kudako holding her lead in initiative. After the critical
first round, Kudako loses much of her advantage against the stronger Crab.
Hida Tamoro: Male human (Crab) Sam5/Hida defender 7; hp 101;
AC 22 (touch 12, flat-footed 20); Atk +19/+14/+9 melee (1d10+8/19-20, +4 katana).
Skills: Iaijutsu Focus +16, Sense Motive +8.
Kakita Kudako: Female human (Crane) Sam5/Iaijutsu master 7;
hp 82; AC 20 (touch 18, flat-footed 16); Atk +20/+15/+10 melee (1d10+5/19-20,
+4 katana).
Skills : Iaijutsu Focus +19, Sense Motive +14.
IAITUTSU STRIKES IN NORMAL COMBAT
You can use your Iaijutsu Focus bonus damage in normal combat too, but only
when you are attacking a flat-footed opponent and you draw your weapon in the
same round you strike.
This means that a character with Quick Draw can use Iaijutsu Focus in a surprise
round, either to strike someone standing within sword reach, or to strike an
opponent at the end ofa partial charge (using Quick Draw to draw her weapon
first). A character without Quick Draw cannot strike an opponent in a surprise
round if he begins the round with his weapon sheathed .
In a normal first round of combat, a character whose initiative is higher than
his opponent's can draw a weapon, move to the opponent, and attack using Iaijutsu
Focus, as long as he has either Quick Draw or a base attack bonus of +1 or higher
(so that he can draw his weapon while he moves).